THE MIP MAPPER

FOR CARRARA 4/5

The MipMapper is a FREE plug-in extension for Carrara.  The code is still under development but ready for use, sharing and testing.

Mip Mapping is a technique used in 3D games to reduce or remove moire patterns, artefacts, twinklies, sparklies.  As a polygon gets further away from the viewer a lower resolution and pre-filtered texture map is selected.  Even with the best anti-aliasing and gaussian filtering, repeating tiled patterns such as bricks, corrugated iron, wire, grills etc produce artefacts when they are at a distance from the camera or at an acute angle.  This extension attempts to solve these problems by using the angle and the distance from the rendering camera to select progressively lower resolution textures from the sub-channels.

Download the MipMapper for Carrara 5 WINDOWS (262k)
Download the MipMapper for Carrara 5 MAC(41k)
Download the MipMapper for Carrara 5 MAC-Intel(132k) , (thanks to Dave Larson for this build)

Download the MipMapper for Carrara 4 WINDOWS (348k)
Download the MipMapper for Carrara 4 MAC(26k)


Feedback and suggestions are welcome.
Email me, Jeremy@Sparrowhawke3D.com

This is an amateur project so I cant promise much in the way of support.  I'm keen to improve the plug-in and want to share it with fellow Carrara users.

For anyone interested in the source code:
Download the source code files for use with the Carrara 5 SDK (6k)


The following images rendered in Carrara 5 illustrate what the mip mapper does.

Each example shows two parallel infinite planes with the same repeating brick pattern.  The plane on the right used the MipMapper to select and blend from 3 texture maps, the plane on the left used only the highest resolution texture map directly in the glow channel.

This first image is with AntiAliasing set to 'none' and all the texture map filtering is set to 'sampling' only.


The next image is with AntiAliasing set to 'Best' and all the texture map filtering is set to 'sampling' only.


The last image is with AntiAliasing set to 'Best' and all the texture map filtering set to 'Gaussian Filtering'


These are the mip maps used in the test; highest resolution for up close and the lowest for far away.